248,600 Commits over 3,928 Days - 2.64cph!
Created ResourceTileControlWidget which allows you to have a reference to a specific tile in a TilesetResource (and edit the tile right from the reference)
https://files.facepunch.com/CarsonKompon/2024/December/18_15-05-SubstantialRaccoon.mp4
Added TilesetResource.GetName() and make Tile.Tileset [ReadOnly]
crate day spawn
can right click minimap, etc
blend file changes, flow, lower main menu music, other unsaved
Log shader warnings and errors back to c#
weapon camera clipping fixes
When generating covers, automatically delete previously spawned sub monuments
Added wheel FX to Ballista
Filter duplicate vertices after spline deformation and before qhull
Clean up and optimize shader
Clamp to viewport again
Fix sort mode on publish page
Delete EnumProperty
Fixed Repair Bench pushing an NRE if not unlocked via steam, or dlc item but also doesnt have proper steam category supplied
Get rid of -nwthread, use Channels instead of ConcurrentQueue
Ballista damage redirection
Setup Medieval Metal Double Door Skin Asset File
Game Manifest Update
merge from fix_barricade_placement_excavator -> main
Mark coal piles at excavator as "barricades allowed"
merge from fix_antihack_kick_reserveslot -> main
- Added catapult wheel effects
- Sorted siege tower wheel effect positions
Look deving broken wood floor on jungle floor pieces
WIP: rewriting stream processing to gather frame data during pre-process step
- Should fix invalid make placement in a frame + be more efficient to generate, as we only do 2 stream scans per thread stream instead of 4.
Not complete, need to track down why alloc offsets are invalid for last frame.
Fix undo for envmap probe bounds
Fixes sbox-issues/issues/7181
Fix TreeView not passing skipEvents fully, trigger ItemsSelected at end - fixes Facepunch/sbox-issues#6845
Santa Outfit (#1743)
Wipe my ass layer doing nothing
Unused Occlusion query layer
Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline
Tiled culling in managed render pipeline
Depth only prepass very likely doesn't need lighting constants
Lightbinner layer managed
Fix ObjectHighlight.shader
Make sure turning direct/indirect lighting off still works on managed lightbinner layer
memdbgon.h doesn't belong in a .h file
Santa jacket/trousers lods (citizen version)
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174
Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175
Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys
https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
Santa jacket/trousers lods (human version)
Allow AssetType to get all file extensions, primary and additional
Remove hacky fix for image extension tags, do it properly
Make this readonly list so it can't be fucked with
Santa jacket uses neck_clothing bone to minimise twist deformation
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
There's a typo here in ModelRenderer.LocalBounds
Add TagsControlWidget
Don't use bind system for these control widgets, feels like the old way of doing things
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197
https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
Fix possible NRE in PathWidget
ListControlWidget now supports multiedit, only showing matching indexes
Add and Remove buttons now work when MultiEditing a List
Added support for re-ordering lists during a Multiselect
https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4
Right Click -> Duplicate now works on Multiselect Lists
Merge branch 'master' into gpu-occlusion-culling2
Random Sound start
Texture animation shader
New animated texture sheet
Arena 5 updates
merge from fix_exavator_bucket_lod -> main
merge from fix_exacator_bucket_lod -> main
Deployable positionOffset renamed to guideMeshPositionOffset
Removed duplicate normal map compression on workshop items
Move shader compiling to engine
Recompile shaders directly, instead of out of process
Hull based spline collisions
Allows proper physics simulation of the spline models.
Works okay for boxes, still need to figure out why izabu quick hull struggles with more complex shapes.
https://files.facepunch.com/lolleko/1b1811b1/sbox-dev_YFlVR7whUv.mp4
ListControlWidget now supports multiedit, only showing matching indexes
Add and Remove buttons now work when MultiEditing a List
Added support for re-ordering lists during a Multiselect
https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4
Right Click -> Duplicate now works on Multiselect Lists
Method name change + some docs
Threaded use of Steam networking API - enable with -nwthread command line switch for live testing
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place)
- Increase catapult max place distance to support the larger build check radius
Added player check triggers to catapult, battering ram and ballista constructables
Battering ram damage renderer
- Setup to allow constructables to block repair if any player is ontop of the entity
- Push toast to the 'repairer' to let them know
- Added to siege tower initially
Make culling faster & more accurate by bailing early if we know any corner is visible, use local model bounds converted to world
https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_zt7IOESilA.mp4
Material bug fix on construction stage ballista
Move -searchpaths logic to ToolAppSystem
Refactor
Results, async
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
Fix possible NRE in PathWidget
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
Updated Medieval Metal Double Door Icon to stop clipping issue
Added Place Holder Medieval Metal Double Door Icon
Updated Medieval Metal Double Door Prefabs
Changed Medieval Metal Double Door Frame texture resolution from 512
Updated Medieval Metal Double Door FBX's
Imported and Setup Medieval Metal Double Door GIBS